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201002s2020 xxu ob 001 0 eng d |
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|a UAMI
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100 |
1 |
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|a Garzia, Andre Alves.
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245 |
1 |
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|a Roguelike development with JavaScript :
|b build and publish roguelike genre games with JavaScript and Phaser /
|c Andre Alves Garzia.
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260 |
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|a [United States] :
|b Apress,
|c 2020.
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300 |
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|a 1 online resource
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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338 |
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|a online resource
|b cr
|2 rdacarrier
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500 |
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|a Includes index.
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588 |
0 |
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|a Online resource; title from PDF title page (SpringerLink, viewed November 18, 2020).
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504 |
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|a Includes bibliographical references and index.
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520 |
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|a Go on an adventure and build a roguelike from scratch using JavaScript. With the help of the battle-tested Phaser library, you'll go through all the steps to build a small, fun, playable web roguelite game. The author will guide you on how to add further features to the game such as populating the game with enemies, adding treasures, and so on. You will acquire technical knowledge about procedural generation and tile-based mapping as well as learn game design skills such as what makes dungeons fun and how to evoke an emotion in your game. Roguelikes are very popular with indie developers because of their focus on gameplay over graphics. You'll see why they appeal to game designers on a budget and discover that they serve as a good platform to experiment with novel ideas and designs. Along the way, you'll cover the increasingly popular roguelite genre that provides a hyper casual form of the genre that is approachable and often mobile. After reading this book, you'll be ready to create your own roguelikes, to dive deep into procedural generation, and also to bring some of the techniques shown here into other genres and game projects. What You Will Learn Make use of procedural generation for dungeons, mazes, monsters, and treasure Pick up skills to use Phaser to build games Implement turn-based mechanics Use tile-based graphics Who This Book Is For Game developers who want to build something fun and who have at least some prior JavaScript programming experience.
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|a Intro -- Table of Contents -- About the Author -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Chapter 1: Before We Begin -- What are roguelikes? -- The Berlin Interpretation -- What are roguelites? -- What are roguelikes for this book? -- Why develop roguelikes? -- Why use web technologies? -- Why Phaser? -- What we're building -- Chapter 2: Introduction to Phaser -- Introducing Nano Dungeon -- Setting up -- Installing a web server -- Choosing a code editor -- Getting the source code -- Running the examples -- How games work -- Introducing Phaser -- Phaser scenes
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|a A simple scene -- The game configuration object -- The scene object -- Exercise -- Summary -- Chapter 3: Dungeoning -- What are tilemaps? -- Drawing a tilemap -- Preloading a spritesheet -- A basic tilemap -- A basic dungeon -- Adding a player character -- It begins with a dungeon manager -- Creating a turn manager -- The player class -- Updating the scene -- Exercise -- Summary -- Chapter 4: Enemies and Permadeath -- Dungeon initialization -- Movement support -- Initializing entities -- Moving entities -- The player becomes a sprite -- Our first monster -- Creating the basic monster class
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505 |
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|a Adding the monster to the dungeon -- Basic combat mechanics -- From basic monster to dangerous monster -- Refactoring the dungeon manager -- The player class learns how to attack -- Exercises -- Summary -- Chapter 5: Treasures and Equipment -- Creating a user interface for our game -- How it was implemented -- Game.js refactoring -- Implementing world.js -- New dungeon.js feature -- Creating the UI scene -- Implementing the monster UI -- The player user interface -- Creating equipment and treasure -- Adding item support to the player character -- Equipping items -- Removing an item from inventory
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505 |
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|a Changing how attacks work -- Changing the constructor -- Refreshing the UI -- Patching turn -- Reworking the dungeon module -- Let's create some items -- Implementing the generic item class -- Creating a sword -- Creating a long sword -- Creating a gem -- What about a cursed gem? -- Creating a potion -- Adding items to the dungeon -- Adding monster loot -- Exercises -- Summary -- Chapter 6: Character Classes -- Yet another refactor -- Support for defensive bonuses -- Support for ranged attacks -- Refactoring the dungeon module -- Patching the generic item -- Creating a basic hero class
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505 |
8 |
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|a Creating a warrior class -- Creating a dwarf -- Creating a cleric -- Creating an elf -- Creating a wizard -- Exercises -- Summary -- Chapter 7: Procedurally Generated Monsters and Items -- Introducing tags -- Aren't you describing mixins? -- Tags as pipelines -- Making good tags -- Tags and procedural generation -- Adding support for tags -- Making entities taggable -- Making heroes taggable -- Making items taggable -- Making enemies -- A basic enemy class -- Revisiting the skeleton -- Creating a bat -- Making an orc -- Making a troll -- Implementing the enemies module
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590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
|
650 |
|
0 |
|a Video games
|x Programming.
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650 |
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|a JavaScript (Computer program language)
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650 |
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6 |
|a Jeux vidéo
|x Programmation.
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650 |
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6 |
|a JavaScript (Langage de programmation)
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650 |
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|a Video games
|x Programming
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|a JavaScript (Computer program language)
|2 fast
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776 |
0 |
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|i Print version:
|a Garzia, Andre Alves.
|t Roguelike development with JavaScript.
|d [United States] : Apress, 2020
|z 1484260589
|z 9781484260586
|w (OCoLC)1154953539
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|u https://learning.oreilly.com/library/view/~/9781484260593/?ar
|z Texto completo (Requiere registro previo con correo institucional)
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